Contents
What should I know about shader programming in XNA?
Some programming in XNA (this tutorial is about shader programming and not XNA in it self), as I wont go much into details about loading textures, 3d models, matrices and some math. Before DirectX8, GPU’s had a fixed way to transform pixels and vertices, called “The fixed pipeline”.
What makes the development of shader easier in HSLS?
Effect files (.fx) makes shader developing in HSLS easier. You can think of them as containers where you can store shader functionality, including vertex-, geometry- and pixel shaders. This includes global variables, functions, structures, vertex shader functions, pixel shader functions, different techniques/passes, textures and so on.
How to select which technique to use in shader?
One Technique is a piece of functionality that represents one functionality of a given .fx file. Each technique can have a unique name, and from the game/application, we can select what technique in the shader we want to used when rendering a given geometry, by setting the CurrentTechnique property of the Effect class like this:
What kind of shader does DirectX 11 use?
The latest addition to the DirectX series is the DirectX 11 including a tesselator, DirectCompute for paralell programming and much more. XNA supports Shader Model 1.0 to 3.0, but works on XP, Vista, 7 and XBox360! So, the question is.. What is a shader?
What are the steps to making a shader?
Here is a list of steps that can be followed when making a shader: 1. Make the shader 2. Put the shaderfile ( .fx ) in “Contents” 3. Make an instance of the Effect class 4. Initiate the instance of the Effect class. 5. Select what technique you want to use
What kind of graphics card do I need for XNA?
DirectX10.0 introduced a new shader, the Geometry Shader, and was a part of Shader Model 4.0. But this required a new state-of-the-art graphics card, and Windows Vista. XNA supports Shader Model 1.0 to 3.0, but works on XP, Vista and XBox360!
Can you use DirectX 11 with XNA shader?
The latest addition to the DirectX series is the DirectX 11 including a tesselator, DirectCompute for paralell programming and much more. XNA supports Shader Model 1.0 to 3.0, but works on XP, Vista and XBox360! So, the question is..